| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This is for testing and experiments.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Verified with the piglit MSAA accuracy test.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This results in better 16x and 8x quality when using these locations.
Verified with the piglit MSAA accuracy test.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Discovered by luck. Verified with the piglit MSAA accuracy test.
It also shows that the worst case EQAA 16s4f results in very good 4x MSAA
in the worst case.
Nine might not like these positions, but they are prettier to the eye and
GL doesn't care.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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These never change, but they only affect EQAA, which isn't implemented.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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radeon_surf contains almost everything.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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instead of invoking FMASK computation separately.
Reviewed-by: Nicolai Hähnle <[email protected]>
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No change in behavior because it's always aligned.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Iceland always reports 2 RBs.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This can result in 2x increase in performance on non-harvested Kaveris.
v2: don't do it on radeon
Tested-by: Michel Dänzer <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Fixes: 6d19120da85 "radeonsi/gfx9: workaround for INTERP with indirect indexing"
Cc: 18.1 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
Tested-by: Anuj Phogat <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Tested-by: Anuj Phogat <[email protected]>
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Since size can be 3, 4 or GL_BGRA we need to keep these glGet types
as TYPE_INT, not TYPE_UBYTE.
Fixes: d07466fe18522 ("mesa: fix glGetInteger/Float/etc queries for
vertex arrays attribs")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106462
cc: [email protected]
Reviewed-by: Mathias Fröhlich <[email protected]>
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This seems to be broken at the moment for opengl interop.
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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The vertex array Size and Stride attributes are now ubyte and short,
respectively. The glGet code needed to be updated to handle those
types, but wasn't.
Fixes the new piglit test gl-1.5-get-array-attribs test.
v2: fix inadvertant whitespace change, change COLOR_ARRAY_SIZE to UBYTE,
misc fixes suggested by Justin
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106450
Fixes: d5f42f96e16 ("mesa: shrink size of gl_array_attributes (v2)")
Cc: [email protected]
Reviewed-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Fixes memory leak on module unload.
v2: Use util_hash_table helper function
CC: <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Jan Vesely <[email protected]>
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hash table
CC: <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Jan Vesely <[email protected]>
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It's a per-application optimization, so it makes more sense
to do that in radv_handle_per_app_options().
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Trivial.
Reviewed-by: Samuel Pitoiset <[email protected]>
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The only remaining users of gl_vertex_array are tnl based
drivers. So move everything related to that into tnl and
rename it accordingly.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Only tnl based drivers still use this array. So remove it
from core mesa and use Array._DrawVAO instead.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Was meant to be temporary in i965.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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For now store binding and attrib in brw_vertex_element.
The i965 driver still provides lots of opportunity to make use
of the unique binding information in the VAO which is currently not
taken from the VAO.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Was meant to be temporary in gallium.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Instead of playing with Array._DrawArrays, make the feedback draw
path use Array._DrawVAO. Also st_RasterPos needs to use the VAO then.
v2: Use helper methods to get the offset values for array and binding.
Update comments.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Finally make use of the binding information in the VAO when
setting up arrays for draw.
v2: Emit less relocations also for interleaved userspace arrays.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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The input_to_index array is already available internally
when preparing vertex programs. Store the map in
struct st_vertex_program.
Also store the bitmask of mesa vertex processing inputs in
struct st_vp_variant.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Compute VAO buffer binding information past the position/generic0 mapping.
Scan for duplicate buffer bindings and collapse them into derived
effective buffer binding index and effective attribute mask variables.
Provide a set of helper functions to access the distilled
information in the VAO. All of them prefixed with _mesa_draw_...
to indicate that they are meant to query draw information.
v2: Also group user space arrays containing interleaved arrays.
Add _Eff*Offset to be copied on attribute and binding copy.
Update comments.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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This is needed for fixing CTS:
dEQP-GLES3.functional.occlusion_query.conservative*
Reviewed-by: Dave Airlie <[email protected]>
Signed-off-by: Gert Wollny <[email protected]>
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